using UnityEngine; namespace EmeraldAI { /// /// Used through projectiles to cache effects so they can be enabled and disabled when needed. /// [System.Serializable] public class ProjectileEffectsClass { public ParticleSystemRenderer EffectParticle; public GameObject EffectObject; public ProjectileEffectsClass(ParticleSystemRenderer m_EffectParticle, GameObject m_EffectObject) { EffectParticle = m_EffectParticle; EffectObject = m_EffectObject; } } }